Presentation on theme: "Riham Toulan Technical Artist. In this session we will have a closer look at : Ryse character rigging pipeline. Character physics and Secondary animations."— Presentation transcript:
Less work for the animators 100% runtime simulation Animation Blending just in case.
Pendula Massive sphere Fixed Rod Changes orientation of joint Constrained by cones types Good for accessories, hair and ropes ClickMe ClickMe ClickMe ClickMe Springs Massive sphere Elastic rope Changes translation of joint Constrained by a scalable spheres Good for body fat simulations and slide effect ClickMe ClickMe
Physicalized joints not enough Hard to setup for a closed mesh like a skirt New in-game cloth System Lots of skirts prototyping
We could not apply the simulation on the render meshes We could not support layers Real Time Wrap Deformer Using a Simulation mesh Vertex colors
Chris Evans, Ivo Herzeg, Harald Zlattinger, Alexander Raab, Mihai Francu, Bogdan Coroi, Jerome Charles, Evgeny Andreeshchev, Sascha Herfort, Franco Bresciani, Axel Gneiting, Florian Reschenhofer, Abdenour Bachir, Chris Goodswen, Min-Chih Wang, Hyejin Moon, Lars Martinsson and Many more ….